Betrayal
At-Will Augmentable, Charm, Implement, Psionic
Standard Action Ranged 12
Target: One enemy
Attack: Intelligence vs. Will
Hit: You slide the target 1 square to a square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll equal to your Charisma modifier.

Augment 1
Hit: As above, and the target gains a bonus to the damage roll equal to your Charisma modifier.

Augment 2
Hit: You slide the target a number of squares equal to your Charisma modifier to a square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll and the damage roll equal to your Charisma modifier. The target is also dazed until the end of your next turn.

Shard Swarm
Encounter Teleportation
Move Action Close burst 2
Target: Each enemy in burst
Effect: Each target grants combat advantage to you until the end of your next turn. You then teleport your speed.

Send Thoughts
Encounter Psionic
Free Action Ranged 20
Target: One creature that shares a language with
you.
Effect: You send a mental message of 25 words or fewer to the target. The target can respond in kind as a free action.

Distract
Encounter Psionic
Minor Action Ranged 10
Target: One creature
Level 11: One or two creatures
Level 21: One, two, or three creatures
Effect: The target grants combat advantage to the next creature that attacks it before the end of your next turn.

Telepathic Projection
Daily Charm, Implement, Psionic, Psychic
Standard Action Ranged 12
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage, and the target is subject to your telepathic projection (save ends). While the target is affected by your telepathic projection, when you start your turn, the target makes a melee basic attack as a free action against a target you choose.
Miss: Half damage, and the target makes a melee basic attack against a random creature. If this attack targets one of your allies, the target takes a -2 penalty to the attack roll.

Mind Blast
Daily Implement, Psionic
Standard Action Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Will
Hit: The target is stunned (save ends).
Miss: The target is dazed until the end of your next turn.

Irruption of the Living Gate
Encounter Implement, Psionic, Zone
Standard Action Area burst 1 within 12 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier damage.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain for your enemies.

Augment 2
Keyword: This power gains the teleportation keyword.
Area: burst 2 within 12 squares
Effect: As above, and while the zone persists, you can teleport to a square within it as a move action.

Insightful Warning
Encounter
Immediate Interrupt Personal
Trigger: A creature you can see makes an attack roll for an area or a close attack that includes you as a target
Effect: You and each ally included as a target of the triggering attack gain a +2 power bonus to all defenses against it.

Intellect Fortress
Encounter Psionic
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: Choose a defense. Until the end of your next turn, you gain a power bonus to that defense equal to your Charisma modifier.

Amulet of Seduction
Property: You gain a +2 item bonus to Bluff and Diplomacy checks.
Property: When you impose a charm effect that a save can end, the target takes a -2 penalty to the first saving throw against the effect.
Power (Daily * Charm): Standard Action. Make an attack: Close burst 1; one creature in burst; Charisma + the amulet’s enhancement bonus vs. Will; on a hit, the target cannot attack you (save ends). While this effect lasts, if the target is adjacent to you when you are targeted by a melee or a ranged attack, the target interposes itself (as an immediate interrupt) and becomes the target of the attack instead. If the target takes damage from any source, the effect of this power ends.

Delver's Light
Prerequisite: (embedded component)
Requirement: You must have the living construct racial trait to use this item.
Power (At-Will): Free Action. The delver’s light sheds dim light to a radius of 20 squares.
Power (At-Will): Free Action. The delver’s light sheds bright light to a radius of 20 squares.
Power (At-Will): Free Action. The delver’s light sheds no light.

Staff Expertise
You gain a +1 feat bonus to the attack rolls of implement powers and weapon powers that you use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, when you make a ranged or an area attack with a staff as an implement, you don’t provoke opportunity attacks for doing so.
When you make a melee weapon attack with a staff, the weapon’s reach for that attack increases by 1.

A couple of would-be NPCs. You guys can decide which one you want, or use Thor as a Companion Character. I may also make one for the black dragonborn from Typhon, but he'll likely also be a Warlock (Fey Pact). And honestly, I don't want to waste the time if you guys don't want to travel with the dude.

Special: When you take this power, you determine whether you use Charisma or Constitution for the power’s attack roll and damage roll. This choice remains throughout the character’s life.
This power counts as a melee basic attack. You can choose this power instead of eldritch blast as the power associated with your Eldritch Blast class feature.

Infernal Pact: The target takes a -2 penalty to the first saving throw against this effect.

Miss: By choosing to take psychic damage equal to 5 + onehalf your level, you do not expend this power and you gain a +4 power bonus to the attack roll with this power against the same target before the end of your next turn. You cannot reduce the damage you take in any way.

Effect: The target assumes the form of a hellsworn until the end of the encounter or until you dismiss the effect as a minor action. While in this form, the target gains darkvision, gains a +2 power bonus to attack rolls, and deals 2d8 extra fire damage with melee attacks.

Effect: The burst creates a zone of hungry spirits that lasts until the end of your next turn. The zone is difficult terrain. Each creature that enters the zone or starts its turn there takes 1d8 + your Constitution modifier cold damage. As a move action, you can move the zone 2 squares.

Dread Nightshade
Level: 15
Price: 1,000 gp
Reagent
Power (Consumable): Free Action. Expend this reagent when you use a power with the poison keyword of up to 7th level. Roll twice for the power’s attack roll and take the better of the two results.

Sacrificial Bastard Sword +3
Level: 11
Price: 9,000 gp
Weapon: Any melee
Enhancement: +3 attack rolls and damage rolls
Critical: +3d6 damage
Power (Daily): Free Action. Use this power when you hit with the weapon. Spend a healing surge, and instead of regaining hit points, you cause the target to become weakened until the end of your next turn.

Periapt of Cascading Health +2
Level: 10
Price: 5,000 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Power (Encounter): Minor Action. You end one condition that a save can end.

Periapt of Cascading Health +2Notes
- Student of the Plague: Sight of the Unseen- You have darkvision extending 1 square in all directions that you can turn on and off at will.

- Killing Curse - Use d8s to figure Warlock's Curse damage

- Ulban's Flare - When you hit a creature with dire radiance and you have concealment or total concealment from that target, the target takes 2 extra damage and a -2 penalty to attack rolls until the end of your next turn. The extra damage increases to 4 at 11th level and to 6 at 21st level.

- Twofold Curse - Can curse the two nearest enemies as a single action

***
Plague Familiarity (11th level): You no longer take a -2 penalty to all defenses and saving throws against the Spellplague and plaguechanged or spellscarred creatures. Instead, you gain a +2 bonus to all defenses and saving throws against them.

Plague Mastery (11th level): This paragon path acts as a paragon path for spellscarred multiclassing. At 11th level, choose a spellscarred encounter attack power of level 7 or lower.
At 12th level, you gain the spellfire healing power.
At 20th level, choose a spellscarred daily attack power of level 19 or lower.

Spellfire Action (11th level): Instead of taking an extra action when you spend an action point, you can regain one spellscarred encounter power you have already used.
***

Effect: Until the stance ends, whenever you move at least 4 squares away from where you started your turn, you gain a +2 power bonus to AC and Reflex until the start of your next turn, and your next attack before the end of your next turn deals 1d8 extra damage.

Hit: 3[W] + Strength modifier (melee) or 3[W] + Dexterity modifier (ranged) damage, and you mark the target until the end of your next turn. Until the end of the encounter, your Hunter’s Quarry deals two extra dice of Hunter’s Quarry damage against the target.

Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged). If the target has an origin other than natural, the attack deals extra damage equal to your Wisdom modifier, and the target is dazed until the start of your next turn.

Cape of the Mountbank +2
Level: 10
Price: 5,000 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Power (Daily • Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.

Dynamic Longsword +3
Level: 11
Price: 9,000 gp
Weapon: Any melee
Enhancement: +3 attack rolls and damage rolls
Critical: +3d6 damage
Power (Encounter • Polymorph): Minor Action. Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.

- Sneak of Shadows: You gain training in the Thievery skill.ccOnce per encounter, you can use the rogue’s Sneak Attack class feature.

- Two-Fisted Shooter: You can treat the hand crossbow as an off-hand weapon, and you can reload it one-handed as a free action. When you score a critical hit and have a hand crossbow in your off hand, you can make a ranged basic attack with that weapon.

- Lethal Hunter: Use d8's for Hunter's Quarry damage.

- Distant Advantage: You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.

- Weapon Focus (Crossbow): You gain +1 per tier to damage with crossbows.

- Secret Stride: You don’t take the –5 penalty to Stealth checks for moving more than 2 squares.

***Class Features:
- Running Attack: If you use a standard action that lets you move (such as a charge or the skirmish shot power), and you end that movement at least 2 squares away from where you began that move, you gain a +1 bonus to attack rolls made as part of that standard action.

Prerequisite: Trained in Arcana, trained in Bluff or Thievery
For some scoundrels, the ability to convince and deceive by using language is insufficient. They want to fool the eyes, not just the ears; they want to find far more reliable means of tricking those who would stand against them.

Some of these, such as you, choose to dabble in magic. Either through training or innate talent, you have mastered the art of illusion, and you combine that with your own wits and rapier-sharp tongue to build a repertoire of perfect deception.

PHANTASMAGORIC SCOUNDREL PATH FEATURES
Blinding Action (11th level): When you use an encounter or daily power to hit a target that grants combat advantage to you, you can spend an action point to blind the target until the end of your next turn.
Combat Illusionist (11th level): You gain one arcane illusion encounter attack power of 7th level or lower from any class of your choice. You cannot choose a power you already know. At 21st level, you can replace this power with an arcane illusion encounter attack power of 13th level or lower from any class of your choice.
Expert Phantasmagorist (11th level): You can master and perform rituals of the deception category as though you had the Ritual Caster feat. In addition, once per day you can perform a deception ritual of your level or lower without spending the component cost (though you must still use any focus required by the ritual).
Illusory Communication (16th level): Once per encounter before you make a Bluff, Diplomacy, or Intimidate check, you can choose to roll an Arcana check also. You can use the Arcana check in place of the original check.
Master Phantasmagorist (16th level): One additional time each day, you can perform a deception ritual of your level or lower without spending the component cost (though you must still use any focus required by the ritual).

Effect: The burst becomes a zone that lasts until the end of the encounter. Enemies treat the zone as difficult terrain and grant combat advantage to melee and close attacks while within the zone. While the zone lasts, you can perform the following actions:

Minor Action: Move the zone 1 square.

Move Action: Move the zone your speed.

Phantasmagoric Scoundrel Attack 20Deadly Visions

You implant horrifying images in your enemy’s mind and blood, besieging their psyche.

Daily Arcane, Illusion ; Implement or Weapon
Standard Action Varies

Effect: Make an at-will attack against a single target. If the attack hits, it deals 2d10 extra damage and the target suffers debilitating hallucinations (save ends). Until the target saves, it grants combat advantage and chooses at the start of its turn each round whether to take 10 psychic damage or be dazed until the start of its next turn.

Miss: Half damage, and the target is dazed until the end of its next turn.

[sb=show][/sb]

[b]Feats[/b]
[ooc='[COLOR=black]Brutal Shroud[/COLOR]'][COLOR=Black]Brutal Shroud[/COLOR]
Whenever you make the damage rolls for your assassin’s shroud, reroll each die that shows a 1 until it shows a different number.[/ooc] [ooc='[COLOR=black]Don’t Count Me Out[/COLOR]'][COLOR=Black]Don’t Count Me Out[/COLOR]
While you are bloodied, you gain +2 feat bonus to saving throws against effects that IMMOBILIZE, DAZE, STUN, or WEAKEN you. Increase this bonus to +3 if you have the Human Perseverance feat.[/ooc] [ooc='[COLOR=black]Destructive Wizardry[/COLOR]'][COLOR=Black]Destructive Wizardry[/COLOR]
When you use an arcane attack power and hit 2 or more creatures, you gain a +2 bonus to that power’s damage rolls. This bonus increases to +3 at 11th level and to +4 at 21st level.[/ooc] [ooc='[COLOR=black]Far Spell[/COLOR]'][COLOR=Black]Far Spell[/COLOR]
If a wizard power has a range of 10 squares or fewer, increase the power’s normal range by 2 squares. If a wizard power has a range of 11-20 squares, increase the power’s normal range by 5 squares. This also applies to area powers, so an area burst 1 within 10 becomes area burst 1 within 12.[/ooc] [ooc='[COLOR=black]Hybrid Talent: Bleak Disciple[/COLOR]'][COLOR=Black]Hybrid Talent: Bleak Disciple[/COLOR]
When you hit a unbloodied target with an assassin attack power or assassin paragon path power, you gain 3 temporary hit points.[/ooc] [ooc='[COLOR=black]Human Resolve[/COLOR]'][COLOR=Black]Human Resolve[/COLOR]Heroic Tier
Prerequisite: Human
Benefit: Whenever you spend an action point to make an attack, you gain temporary hit points equal to 3 + your Charisma modifier.[/ooc] [ooc='[COLOR=black]Frantic Recovery[/COLOR]'][COLOR=Black]Frantic Recovery[/COLOR] Heroic Tier
Prerequisite: Human
Benefit: When you spend an action point to gain an extra action, until the end of your turn, you can use your second wind as a minor action.[/ooc] [ooc='[COLOR=black]Armor Proficiency: Leather[/COLOR]'][COLOR=Black]Armor Proficiency: Leather [/COLOR]Proficient with Leather Armor.[/ooc] [ooc='[COLOR=black]Killer's Insight[/COLOR]'][color=Black]Killer's Insight [/color]Benefit: Once per encounter when you use assassin’s shroud, you can subject the target to two shrouds instead of one.[/ooc]

[ooc='[COLOR=Purple]Action Point Bonuses[/COLOR]'][COLOR=Purple]Action Point Contents[/COLOR]Gain 7 Temp hit points (Feat: Human Resolve)
Until the end of your next turn you can use your Second Wind as a MINOR action (Feat: Frantic Recovery)[/ooc]

[url=http://www.myth-weavers.com/sheetview.php?sheetid=271063][size=4][B]Miri[/B][/size][/url], Human Hybrid Assassin Wizard, Phantasmorphic Scounrel
[B]Init[/B] +10 [B]HP[/B] 5/70 [B]Bloodied[/B] 35 [B]Healing Surge[/B] 17 (7 used /7)
[B]AC[/B] 24 [B]Fort[/B] 20 [B]Reflex[/B] 23 [B]Will[/B] 25 [B]Speed[/B] 6
[B]Str[/B] 11 (0) [B]Con[/B] 12 (+1) [B]Dex[/B] 18 (+4) [B]Int[/B] 17 (+3) [B]Wis[/B] 10 (0) [B]Cha[/B] 18 (+4)
[OOC='[color=Green][b]MELEE BASIC[/b][/color]'][B][color=Green][b]MELEE BASIC[/b][/color][/B]
[i]Standard[/i]
[i]Weapon[/i]
[i][b]Melee[/b] Weapon[/i]
[color=blue]VS AC[/color] [b]Magic Rapier +4; +13 ATT; 1d8+4 damage[/b][/OOC], [OOC='[color=Green][b]RANGED BASIC[/b][/color]'][B][color=Green][b]RANGED BASIC[/b][/color][/B]
[i]Standard[/i]
[i]Weapon[/i]
[i][b]Ranged[/b] Weapon[/i]
[color=blue]VS AC[/color] [b]Ki Focused Hand Crossbow; +12 ATT; 1d6+4 damage[/b][/OOC], [OOC='[color=Green][b]Assassin's Shroud[/b][/color]'][B][color=Green][b]Assassin's Shroud[/b][/color][/B]
[i]Free[/i]
[i][b]Close[/b] burst 10[/i]
[i]One enemy you can see in the burst[/i].
[i]Effect:[/i]
You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional sroud, up to a maximum of two. Teh shrouds last until you use this power against a different enemy ot until the end of the encounter.
Before you make an attack roll against the target, you choose to invoke either all your shroudsd on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all of your shrouds vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack's damage , if any.
Level 11: 1d6+3 damage per shroud
Level 21: 1d6+6 damage per shroud
[i]Special[/i] You can use this power only on your turn and only once per turn.
[/OOC], [OOC='[color=Green][b]Phantom Cage[/b][/color]'][B][color=Green][b]Phantom Cage[/b][/color][/B]
[i]Standard[/i]
[i]Arcane, Illusion, Implement, Psychic[/i]
[i][b]Range[/b] 10[/i]
[i]One creature.[/i].
[color=blue]VS WILL[/color] [b]Orb of Sudden Insanity +3; +12 Att; 1d8+6 Psychic damage[/b]
[b]If the target moves before the end of your next turn, it takes 5 psychic damage[/b].
[/OOC], [OOC='[color=Green][b]Ghost Sound[/b][/color]'][B][color=Green][b]Ghost Sound[/b][/color][/B]
[i]Standard[/i]
[i]Arcane, Illusion
[i][b]Range[/b] 10[/i]
[i]One object of unoccupied square[/i].
[i]Effect:[/i]
You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to eminate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling of armor, or scraping stone. If you whisper, you can whisper quietly enough that the only creatures adjacent to the target can hear your words.
[/OOC], [OOC='[color=Green][b]Light[/b][/color]'][B][color=Green][b]Light[/b][/color][/B]
[i]Minor[/i]
[i]Arcane[/i]
[i][b]Range[/b] 5[/i]
[i]One object of unoccupied square[/i].
[i]Effect:[/i]
The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target's space and all square within 4 squares of it. Putting out the light is a free action.
[/OOC], [OOC='[color=Green][b]Mage Hand[/b][/color]'][B][color=Green][b]Mage Hand[/b][/color][/B]
[i]Minor[/i]
[i]Arcane, Conjuration[/i]
[i][b]Range[/b] 5[/i]
[i]Effect:[/i] You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of you next turn or until you use the power again. If you are holding an object when you use the power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions.
[b]Minor[/b]: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
[b]Move[/b]: The hand moves up to 5 squares in any direction, carrying the object it holds.
[b]Free[/b]: The hand drops the object it is holding.
[b]Sustain Minor[/b]: The hand persists until the end of your next turn.
[/OOC], [OOC='[color=Green][b]Prestidigitation[/b][/color]'][B][color=Green][b]Prestidigitation[/b][/color][/B]
[i]Standard[/i]
[i]Arcane[/i]
[i][b]Range[/b] 2[/i]
[i]Effect:[/i] Use this cantrip to accomplish one of the effects given below:
- Change the color of items in 1 cubic foot.
- Creates a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a stong odor.
- Clean or soil items in 1 cubic foot.
- Instantly light (or snuff out) a candle a torch, or a small campfire.
- Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
- Make a small mark or symbol appear on a surface for up to 1 hour.
- Produce out of nothingness a small item or image that exists until the end of your next turn.
- Make a small, handheld item invisible until the end of your next turn.
[i]Special[/i] You can have as many as three prestidigitations effects active at one time. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
[/OOC], [OOC='[color=Green][b]Leaping Shade[/b][/color]'][B][color=Green][b]Leaping Shade[/b][/color][/B]
[i]Standard[/i]
[i]Weapon, Shadow[/i]
[i][b]Melee[/b] Weapon[/i]
[color=blue]VS AC[/color] [b]Magic Rapier +3; +16 Att; 1d8+8 damage[/b]
[b]If you didn’t invoke your shrouds on the target, it takes 1 extra damage for each of your shrouds on it.[/b][/OOC], [OOC='[color=red][b]Heroic Effort[/b][/color]'][B][color=red][b]Heroic Effort[/b][/color][/B]
[i]No Action[/i]
[i]Personal[/i]
[b]Trigger[/b]: You miss with an attack or fail a saving throw.
[i]Effect[/i]: You gain a +4 racial bonus to the attack roll or the saving throw
[/OOC], [OOC='[color=red][b]Grasping Shadows[/b][/color]'][B][color=red][b]Grasping Shadows[/b][/color][/B]
[i]Standard[/i]
[i]Arcane, Illusion Implement, Psychicl[/i]
[i][b]Area[/b] burst 1 within 10 squares[/i]
[i]Each creatures in the burst[/i]
[color=blue]VS AC[/color] [b]Orb of Sudden Insanity +3; +12 Att; 1d8+6 Psychic damage[/b]
[b]target is slowed until the end of your next turn.[/b]
[i]Effect[/i]: Shadow writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic [b]3 psychic damage[/b] and is slowed until the end of its next turn.
[color=red]+3 damage if you hit two or more creatures[/color]
[/OOC], [OOC='[color=red][b]Shield[/b][/color]'][B][color=red][b]Shield[/b][/color][/B]
[i]Immediate Interrupt[/i]
[i]Arcane [/i]
[i]Personal[/i]
[b]Trigger:[/b] You are hit by an attack
[i]Effect[/i]: You gain a +4 power bonus to AC and Reflex until the end of your next turn.
[/OOC], [OOC='[color=red][b]Nightshade’s Kiss[/b][/color]'][B][color=red][b]Nightshade’s Kiss[/b][/color][/B]
[i]Standard[/i]
[i]Fear, Shadow, Weapon[/i]
[i][b]Melee[/b] weapon[/i]
[i]One creature[/i]
[color=blue]VS AC[/color] [b] mAGIC Rapier +4; +17 Att; 2d8+8 damage[/b]
[b]you slide the target 2 squares. Until the end of your next turn, you can slide the target 1 square as a free action whenever the target is hit.[/b]
[b]Bleak Disciple:[/b] The number of squares you slide the target increases by 1.
[/OOC], [OOC='[color=red][b]Slayer’s Escape[/b][/color]'][B][color=red][b]Slayer’s Escape[/b][/color][/B]
[i]Immediate Reaction[/i]
[i]Shadow, Teleportation[/i]
[b]Trigger:[/b] You are hit by an attack
[i]Effect[/i]: You teleport 5 squares, and you become invisible until the start of your next turn.
[/OOC], [OOC='[STRIKE][color=red][b]Lightning Bolt[/b][/color][/STRIKE]'][B][color=red][b]Lightning Bolt[/b][/color][/B]
[i]Standard[/i]
[i]Arcane, Evocation, Implement, Lightning[/i]
[i][b]Ranged[/b] 10[/i]
[i]One, two, or three creatures[/i]
[color=blue]VS REFLEX/color] [b] Orb of Sudden Insanity +3; +12 Att; 2d6+6 lightning damage[/b]
[b]Miss[/b] Half damage
[/OOC], [OOC='[color=red][b]Mirror Shpere[/b][/color]'][B][color=red][b]Mirror Shpere[/b][/color][/B]
[i]Standard[/i]
[i]Arcane, Implement, Illusion[/i]
[i][b]Range[/b] 10[/i]
[i]One Creature[/i]
[color=blue]VS WILL[/color] [b] Orb of Sudden Insanity +3; +12 Att; 1d10+6 Psychic damage[/b]
[i]Hit[/i]: The first time the target makes an attack before the end of its next turn, it automatically hits itself with the attack, in addition to hitting or missing the attack's intended targets. The target's resistances and immunities do not apply against that attack.
[i]Miss[/i] The next time the target makes an attack before the end of its next turn, that attack automatically deals half damage to the target, in addition to whatever damage is dealt to the attack's intended targets. The target's resistances and immunities do not apply to this damage[/OOC], [OOC='[COLOR=DarkSlateGray]Grave Spike[/COLOR]'][B][COLOR=DarkSlateGray]Grave Spike[/COLOR][/B]
[i]Standard[/i]
[i]Shadow, Weapon[/i]
[i][b]Melee[/b] weapon[/i]
[i]one creature[/i]
[color=blue]VS AC[/color] [b]mAGIC Rapier +4; +17 Att; 2d8+8 damage[/b]
[b]Miss[/b] Half damage
[b]and ongoing 5 damage (save ends). Whenever the target takes this ongoing damage, the target falls prone.[/b]
[i]Effect[/i]: Until the end of the encounter, you gain a +2 power bonus to attack rolls against the target while your shrouds are on it.
[/OOC], [OOC='[COLOR=DarkSlateGray]Visions Of Avarice[/COLOR]'][B][COLOR=DarkSlateGray]Visions Of Avarice[/COLOR][/B]
[i]Standard[/i]
[i]Arcane, Illusion, Implement, Zone[/i]
[i][b]Area[/b] burst 5 within 10 squares[/i]
[i]Effect[/i]: The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack.
[b]Primary Target:[/b] Each enemy in the burst
[b]Primary Attack:[/b] [color=blue]VS WILL[/color] [b] Orb of Sudden Insanity +3; +12 ATT[/b]
[b]You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is IMMOBILIZED (save ends).[/b]
[b]Sustain Minor:[/b] The zone persists until the end of your next turn, and you make the secondary attack.
[b]Secondary Attack:[/b] [color=RED]MINOR (sustain)[/color] [color=blue]VS WILL[/color] [b] Orb of Debilitating Languor +3; +11 ATT[/b]
[i][b]Close[/b] burst 5 centered in zone[/i]
[i]Each enemy in burst[/i]
[b]You pull the secondary target up to 4 squares toward the zone.[/b]
[/OOC], [OOC='[COLOR=DarkSlateGray]Face of Death[/COLOR]'][B][COLOR=DarkSlateGray]Face of Death[/COLOR][/B]
[i]Standard[/i]
[i]Arcane, Illusion, Implement, Fear[/i]
[i][b]Area[/b] burst 1 within 10 squares[/i]
[color=blue]VS WILL[/color] [b] Orb of Sudden Insanity +3; +12 ATT[/b]
[b]Effect[/b]: The target is IMMOBILIZED (save ends).
[b]FIRST Failed Saving Throw:[/b] The target is HELPLESS (save ends).
[b]Aftereffect:[/b] The target is slowed (save ends).
[b]Miss[/b] The target is IMMOBILIZED (save ends).
[b]Aftereffect:[/b] The target is slowed (save ends).
[/OOC], [OOC='[COLOR=DarkSlateGray]Illusionary Wall[/COLOR]'][B][COLOR=DarkSlateGray]Illusionary Wall[/COLOR][/B]
[i]Standard[/i]
[i]Arcane, Illusion, Implement[/i]
[i][b]Area[/b] wall 8 within 20 squares[/i]
[b]Effect[/b]: You create the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high, and it lasts until the end of your next turn. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, you can make an attack against the target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature.
[b]Sustain Minor:[/b] You can sustain this power until the end of the encounter.
[color=blue]VS WILL[/color] [b] Orb of Sudden Insanity +3; +12 ATT[/b]
[/OOC], [OOC='[COLOR=DarkSlateGray]Corner of the Eye[/COLOR]'][B][COLOR=DarkSlateGray]Corner of the Eye[/COLOR][/B]
[i]Minor[/i]
[i]Arcane, Illusion, Zone[/i]
[i][b]Area[/b] burst 1 within 10 squares[/i]
[b]Effect[/b]: The burst becomes a zone that lasts until the end of the encounter. Enemies treat the zone as difficult terrain and grant combat advantage to melee and close attacks while within the zone. While the zone lasts, you can perform the following actions:
[b]Sustain Minor:[/b] You can sustain this power until the end of the encounter.
[b]Minor:[/b] Move zone 1 square
[b]Move:[/b] Move zone your speed.[/OOC]
[B]Notes[/B] [b]Items[/b]
[ooc='[COLOR=DarkOrange]Shadowdance Leather Armor +2[/COLOR]'][COLOR=DarkOrange]Shadowdance Leather Armor +2[/COLOR]
[b]Property[/b]: Your area ad ranged arracks don’t provoke opportunity attacks.
[b]Power (DAILY):[/b] FREE ACTION. [i]Trigger:[/i] You move more than 3 squares. [i]Effect:[/i] In bright light, your space and all adjacent squares become shrouded in dim light until the ens of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of you next turn. You can see perfectly in this area of dim light or darkness.[/ooc] [ooc='[COLOR=DarkOrange]Orb Of Sudden Insanity +3[/COLOR]'][COLOR=DarkOrange] Orb Of Sudden Insanity +3[/COLOR]
[b]Critical[/b] +3d6 damage
[b]Power (DAILY):[/b] FREE ACTION. Use this power when you deal psychic damage with the orb. The target makes a melee basic attac against an adjacent creature of your choice as a free action.[/ooc] [ooc='[COLOR=DarkOrange]Murat - +4 Rapier[/COLOR]'][COLOR=DarkOrange]Murat - +4 Rapier[/COLOR]
[b]Critical[/b] +4d6 damage
[b]Property[/b] When touching its handle, the wielder gains +2 to History and Dungeoneering checks related to the city of Luskan and it surrounding environments.
[b]Property[/b] The wielder becomes fluent in Dwarven.
[b]Property[/b] This rapier possesses low-level sentience. Though it is not intrusive, Murat can respond to simple questions and will tell the truth if it knows the answer to the question its being asked.
[/ooc] [ooc='[COLOR=DarkOrange]Deep-Pocket Cloak +2[/COLOR]'][COLOR=DarkOrange] Deep-Pocket Cloak +2[/COLOR]
[b]Property[/b]: The pockets of this cloak can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but the cloak always weighs only 1 pound. Each item stored within one of the cloak’s pockets can weigh no more than 10 pounds. Drawing items from a deep-pocket cloak is a minor action.
[b]Power (AT-WILL):[/b] FREE ACTION. 1/round. You draw an item from the cloak or store an item within it.[/ooc]
[b]Consumables[/b]
[ooc='[COLOR=Blue]Primal Element (Level 7)[/COLOR]'][COLOR=Blue]Primal Element (Level 7)[/COLOR]
[b]Power (CONSUMABLE):[/b] STANDARD ACTION. Make the following attack against an aberrant, an elemental, a fey, an immortal, or an undead creature; [b]Ranged[/b] 3/6; [color=blue]VS REFLEX[/color] [b]+10 ATT[/b]; 1d8 damage; and the target doesn’t benefit from resistance until the end of your next turn.[/ooc] [ooc='[COLOR=Blue]Tanglefoot Bag (Level 7)[/COLOR]'][COLOR=Blue]Tanglefoot Bag (Level 7)[/COLOR]
[b]Power (CONSUMABLE):[/b] STANDARD ACTION. Make an attack; [b]Ranged[/b] 5/10; [color=blue]VS REFLEX[/color] [b]+10 ATT[/b]; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn.[/ooc] [ooc='[COLOR=Blue]Salve of Slipperiness (Heroic Tier)[/COLOR]'][COLOR=Blue] Salve of Slipperiness (Heroic Tier)[/COLOR]
[b]Power (CONSUMABLE):[/b] STANDARD ACTION. You or an adjacent ally gains a +14 bonus on Acrobatics checks against the DC of a restraint or the REFLEX defense of a grabbing creature for 5 minutes or until the next encounter; use this modifier instead of your normal check modifier.[/ooc] [ooc='[COLOR=Blue]Ghoststrike Oil (Level 8)[/COLOR]'][COLOR=Blue]Ghoststrike Oil (Level 8)[/COLOR]
[b]Power (CONSUMABLE):[/b] STANDARD ACTION. Apply Ghoststrike Oil to your weapon or one piece of Ammunition. Make a secondary attack against the next undead creature with the resist insubstantial that you hit with the coated weapon or ammunition; [color=blue]VS FORT[/color] [b]+11 ATT[/b]; on a hit, you ignore the creature’s resist insubstantial when determining damage for the attack.[/ooc]
[ooc='[COLOR=Blue]Flamebane Bomb (Level 8)[/COLOR]'][COLOR=Blue]Flamebane Bomb (Level 8)[/COLOR]
[b]Power (CONSUMABLE):[/b] STANDARD ACTION. [i]Effect:[/i] Blue liquid spread in an area burst 1 within 10 and cause the following effects:[list][*]Creatures in the area that are taking ongoing fire damage can make a saving throw with a +2 bonus against the effect.[*]Natural fires in the area are extinguished.[*]You make an attack against any creature with a fire aura in the area; [color=blue]VS REFLEX[/color] +11 ATT; on a hit, the target’s fire aura is deactivated until the end of the targets next turn.[*]You make an attack against any fire zone in the area; [color=blue]VS REFLEX[/color]; +11 ATT; attack is against the creator of the zone; on hit a hit, the zone is destroyed, and its effect ends, including any effect that normally lasts until a target saves.[/list][/ooc] [ooc='[COLOR=Blue]Flashbang Powder(Level 8)[/COLOR]'][COLOR=Blue] Flashbang Powder(Level 8)[/COLOR]
[b]Power (CONSUMABLE, ZONE):[/b] STANDARD ACTION. Make an attack; [b]Close burst 1[/b]; [color=blue]VS FORT[/color] [b]+10 ATT[/b]; as a FREE action, you can make a Stealth check against the target with a +4 bonus. If you succeed, you are hidden from the enemy until the end of your next turn or until you attack. Creatures that so not rely on sight to detect other creatures are immune to this effect. [i]Effect:[/i] The burst creates a zone, which contains smoke that lasts until the end of your next turn. The smoke lightly obscures the area.[/ooc] [ooc='[COLOR=Blue]Lockburst Chalk (Level 9)[/COLOR]'][COLOR=Blue] Lockburst Chalk (Level 9)[/COLOR]
[b]Power (CONSUMABLE):[/b] STANDARD ACTION. Make a Thievery check on an adjacent locked object or a locked object you are holding, gaining a +9 bonus to the check instead of your normal check modifiers. A successful check destroys the lock; a failed check does not damage it.[/ooc] [ooc='[COLOR=Blue]Clockwork Bomb (Level 9)[/COLOR]'][COLOR=Blue] Clockwork Bomb (Level 9)[/COLOR]
[b]Power (CONSUMABLE, FIRE):[/b] MINOR ACTION. Place the clockwork bomb in your space or in a square adjacent to you, and decide how many rounds pass before the bomb goes off (6 rounds maximum). Each round, at the start of your turn, move the clockwork bomb one square in a direction of your choosing and roll a d6. On a roll of 6, the bomb detonates prematurely. If the clockwork bomb is hit by an attack (the bomb has the same defenses as its user), it also explores. When the bomb detonates, make an attack; [b]Area[/b] burst 1 centered on the bomb’s space; targets each creature in burst; [color=blue]VS REFLEX[/color] [b]+12 ATT[/b]; 2d10 fire damage.
[b]Special:[/b] Once the bomb is set, it can be disabled with a DC 19 Thievery check.[/ooc]

[b]Feats[/b]
[ooc='[COLOR=black]Brutal Shroud[/COLOR]'][color=Black]Brutal Shroud[/color]
Whenever you make the damage rolls for your assassin’s shroud, reroll each die that shows a 1 until it shows a different number.[/ooc] [ooc='[COLOR=black]Don’t Count Me Out[/COLOR]'][color=Black]Don’t Count Me Out[/color]
While you are bloodied, you gain +2 feat bonus to saving throws against effects that IMMOBILIZE, DAZE, STUN, or WEAKEN you. Increase this bonus to +3 if you have the Human Perseverance feat.[/ooc] [ooc='[COLOR=black]Destructive Wizardry[/COLOR]'][color=Black]Destructive Wizardry[/color]
When you use an arcane attack power and hit 2 or more creatures, you gain a +2 bonus to that power’s damage rolls. This bonus increases to +3 at 11th level and to +4 at 21st level.[/ooc] [ooc='[COLOR=black]Far Spell[/COLOR]'][color=Black]Far Spell[/color]
If a wizard power has a range of 10 squares or fewer, increase the power’s normal range by 2 squares. If a wizard power has a range of 11-20 squares, increase the power’s normal range by 5 squares. This also applies to area powers, so an area burst 1 within 10 becomes area burst 1 within 12.[/ooc] [ooc='[COLOR=black]Hybrid Talent: Bleak Disciple[/COLOR]'][color=Black]Hybrid Talent: Bleak Disciple[/color]
When you hit a unbloodied target with an assassin attack power or assassin paragon path power, you gain 3 temporary hit points.[/ooc] [ooc='[COLOR=black]Human Resolve[/COLOR]'][color=Black]Human Resolve[/color]Heroic Tier
Prerequisite: Human
Benefit: Whenever you spend an action point to make an attack, you gain temporary hit points equal to 3 + your Charisma modifier.[/ooc] [ooc='[COLOR=black]Frantic Recovery[/COLOR]'][color=Black]Frantic Recovery[/color] Heroic Tier
Prerequisite: Human
Benefit: When you spend an action point to gain an extra action, until the end of your turn, you can use your second wind as a minor action.[/ooc] [ooc='[COLOR=black]Armor Proficiency: Leather[/COLOR]'][color=Black]Armor Proficiency: Leather [/color]Proficient with Leather Armor.[/ooc] [ooc='[COLOR=black]Killer's Insight[/COLOR]'][color=Black]Killer's Insight [/color]Benefit: Once per encounter when you use assassin’s shroud, you can subject the target to two shrouds instead of one.[/ooc]

[ooc='[COLOR=Purple]Action Point Bonuses[/COLOR]'][color=Purple]Action Point Contents[/color]Gain 7 Temp hit points (Feat: Human Resolve)
Until the end of your next turn you can use your Second Wind as a MINOR action (Feat: Frantic Recovery)[/ooc]

Feats

Brutal Shroud
Whenever you make the damage rolls for your assassin’s shroud, reroll each die that shows a 1 until it shows a different number.

Don’t Count Me Out
While you are bloodied, you gain +2 feat bonus to saving throws against effects that IMMOBILIZE, DAZE, STUN, or WEAKEN you. Increase this bonus to +3 if you have the Human Perseverance feat.

Destructive Wizardry
When you use an arcane attack power and hit 2 or more creatures, you gain a +2 bonus to that power’s damage rolls. This bonus increases to +3 at 11th level and to +4 at 21st level.

Far Spell
If a wizard power has a range of 10 squares or fewer, increase the power’s normal range by 2 squares. If a wizard power has a range of 11-20 squares, increase the power’s normal range by 5 squares. This also applies to area powers, so an area burst 1 within 10 becomes area burst 1 within 12.

I'm surprised you didn't go with the Wizard (Wand of Accuracy)/Rogue (Stealth) combo. In fairness, though, I'm personally partial to the Orb (Illusionist) build, too. My favorite character is a Human Illusionist (Wizard of the Spiral Tower) named Boone.